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I've got a small modding problem, but I don't want to create a new topic just for that, so I made this topic, where you can ask questions about modding if you think that creating a new topic solely for your modding problem is not necessary.

So, my problem:

I wanted the Miner to build Plantations, Saloons and Outposts. It all went perfectly fine, but then I wanted the Miner to be usable in-game, so I added this:

Code:

<Train row ='0' page ='0' column ='4'>Miner</Train>

... To the protoy.xml. When I tested it in Skirmish, I wasn't able to train them!!!

I then searched in the Civs.xml if I could add the Miner to a certain civ, but I didn't saw a place to put something like that, the only things I encountered were flags, flag buttons, home cities, starting crates/units, units which regenerate hitpoints and some other stuff...

Can someone tell me how to let the European Town Centers train Miners?

PS: I edited the Miner in the protoy.xml so it costs 300 food, before it had no cost, so that should be no problem anymore.

Simple, you didn't add it to the techtreey. You need to add it to the techtreey for the civ (each civ has a place in the tehctreey to enable units and buildings, I.E. Age0Spanish. (I think that's what they're called, I'm not on my computer with AoE 3 right now.)

All European Town Centers can train Miners now, they cost 300 food, 2 pop, are worth 30 XP ad gather coin twice as fast as Settlers, but they have a build limit of 25, and can only be trained in Age III. They can build Outposts, Saloons and Plantations!

I added the feature to my AoEIII TAD that units can garrison in War Wagons (up to 10), but the problem is that also War Wagons can garrison in other War Wagons... Doe someone know how to disable the ability of War Wagons to garrison in other War Wagons?

You should go to the War Wagon protounit, and look at the bottom section. Now there's two things you can do:

1. You can remove the "LogicalTypeGarrisonInShips" property. This will mean it can no longer garrison other units, but it also means it can no longer garrison ships.2. You must replace the 'contain' section with this:

This way you more precisely tell the game which types of units can garrison inside the War Wagon. In this case that's all infantry, all villagers, the Explorer and all hand cavalry. This should work for the Germans. If you want it to work for all civs you'll also need to add Warchiefs and Monks, and all other ranged cavalry units separately.

I hope this works, I haven't tested it, but it should do the job. Might it not work, just post again.

peugeot407

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Synecdoche wrote: Do you only use your wisdom teeth to grind down bone from your kills?

I've just assumed you wanted to disable Miners, but you can make it whatever you want, as long as you put the correct protoname in. And if you also want to transform the existing miners into Colonial Militia:

I added them (and changed " to ' and added some spaces ) but when I tried to play a skirmish, I received an AI error, and I was able to train Sentries and Irregulars form my Town Center infinity times... And I was Russia!!!

That's not what I meant. I would take the Lil Bombard (or SPC Great Cannon) and simply name it "Tzar Cannon" (also adjusting the stats). So I wanted to know if you can change the auto-spawning Factory artillery for a certain civ. :lol:

Ili why not try the improvement mod? I don't even play nilla anymore, just Improvement. (That is, if I want to play anything not a total conversion) It improves gameplay, and I think you'd like it.

I don't really like what it does... especially since it adds a (crappy?) US civ... and I like changing stuff myself. :lol:

Out of all the things to go wrong, when the new texture isn't appearing and it defaults back to the TWC texture, I know I'm doing something really dumb. This is in scenario editor so replace texture bug isn't possible. When I say defaults back, I mean when I spawn the unit in the scenario editor it shows the TWC texture instead of the correct texture.

Interestingly enough I got it to draw its pistol and put its carbine on its back when its riding hard and then hollister its pistol and pick up its carbine when it rides slower or is at idle or is ranged attacking. Of course the pistol is not oriented correctly for being hollistered and neither is the carbine for being strapped on the rider back. This could be fixed in 3Ds Max once I learn how to do it.

What is the likely idiotic cause of the texture not appearing even though I can hollister weapons and shit like that?

For more information, the .ddt file looks strange, because it is only 43kb compared to the 128x128 ddts are 65kb but my ddt was 256x256 when I converted from .tga to .ddt!

I retextured the spc_custer rider if that makes a difference, if 256x256 textures are hardcoded to certain units.

Okay, I've found that it appears to be hardcoded to retexture the Custer model.

When I switched the model in the anim file for mountedrifle from spc_custer_rider to outlaw_rider and used the modified Custer texture it worked, but the face texture was on backwards.

Well that is easy to fix. All I have to do is copy and paste the face texture that is currently on the right and move it to the left and copy and paste the hair texture that is currently on the left and move it to the right.